Video Games' Potential for Social Change. a Qualitative Analysis of The

Total Page:16

File Type:pdf, Size:1020Kb

Video Games' Potential for Social Change. a Qualitative Analysis of The University of Bucharest Faculty of Sociology and Social Work Video games’ potential for social change. A qualitative analysis of the evolution of gender and age as institutions through video games Scientific Coordinator: Doctoral Student: Prof. Dr. Cosima Rughiniș Elisabeta Toma September 2018 Rezumat The aim of this research is to analyze and document change in gender and age as social institutions by looking at the evolution of gender and age representations in the interactive medium of video games. I complement a qualitative discourse analysis of video game content with analysis of online content, video game comments and reactions, especially regarding games that are widely accepted as making an important step towards social inclusion. My research starts from documenting the phenomenon of social change in art indie games, a type of games associated with innovation and social inclusion. I then go on to explore several relevant mainstream games. I analyze indie art games as a medium with specific affordances for social change and promotion of gender and age diversity, redefining gender and age as social institutions. I continue with a series of case studies in which I delineate different types of gender and age inclusion, starting from the powerful female characters phenomenon – a relatively recent development in video games to include powerful female protagonists or secondary characters, in the line of Lara Croft. Therefore, mainstream games are analyzed with the aim of identifying types of game-based (elderly) female power, created at the intersection of game content and players’ and other people’s reactions to novel ways of empowering women. By analyzing video game content and the online reactions it provoked, I highlight discursive dynamics of social change and try to explain them in the context of an evolving gamer identity. One conclusion to this study is that video games offer specifically interactive media that are part of active communities which, in conjunction with video game content and gamers’ involvement, create spaces for controversy and social change. This change is especially visible regarding gender, while age diversity and inclusion as a topic remains secondary and rather invisible. However, video games and the debates that they provoke also depend, in turn, on gender and age ideologies, which they may alter but also reproduce, depending on the medium’s affordances and the way their creators define their main audiences and anticipate their reactions to change. 2 The importance of this research comes from studying gender and age following a theoretical approach based in two fields: sociology and game studies. I approach the analysis of changes in gender and age as institutions from the perspective of Giddens’ (1984) theory of structuration, linking the concept of recursive social practices with a concept specific to game studies, namely games’ procedural rhetoric. Thus, I analyze how games, through their procedural rhetoric and other game elements that are similar to other media (stories, characters, graphic design), contribute to the change and reproduction of gender and age norms. Moreover, I analyze these changes in the social context of these games, in order to point out how creators, players and other people interpret these changes, and how gaming communities and their discourses change in this regard too. My methodological approach aims to grasp in-depth gender and age construction. I use critical discourse analysis to analyze gender and age in a relational way. I look at (elderly) female characters’ construction through relationships with characters of different ages and genders, their role in the story, and elements of procedural rhetoric. Here, by elements of procedural rhetoric I mean to display how through games’ possibilities offered for players’ actions (such as, “you can fly” or “you can buy new lives”) and constraints (such as, “you die after three mistakes” or “you can’t attack your allies”) implicitly and interactively formulate a message about these characters, through the process of gameplay. The qualitative discourse analysis of video games, following Fairclough’s (1996) approach, is complemented by the analysis of paratext – that is online content, video game comments and reactions - especially regarding games that are widely accepted as making an important step towards social inclusion. The most important conclusions to this study are that there are visible changes, as well as stability and resistance, in the construction of gender and age in video games. People in video game communities react to games’ innovations (or lack thereof) in gender and age portrayal, and their reactions incentivize video game companies to further modify their content. Another conclusion is that, while gender inclusion has been widely debated and a heated subject in these communities, age is still invisible, with characters remaining young as a rules, especially the playable characters. Some games do introduce powerful and elderly characters that use age 3 and gender in novel gameplay interactions. Although, through their artistic and critical framing and claims, indie art games are usually expected to be more oriented towards social inclusion, in effect they seem not to have a focus on gender or age inclusion. I find that indie art games use stereotypical gender and age representations as rhetorical resources to make a point about other aspects of life, like death or mental illness. However, I also find that mainstream games display significant change in gender portrayal, through a persistent preoccupation for this topic in recent years. My analysis identifies and outlines different stages in the change of gender and age in video games, especially in mainstream games, constructing a typology of emerging forms of game-based feminine power: • Female characters that are powerful through their abilities, such as combat or exploration, while being created for a projected heterosexual male audience, as they are heavily sexualized (in the Lara Croft line); • Competent female characters who are deprived of agency in order to send a message about the gender glass ceiling and double standard; • Powerful female characters whose power is rhetorically constructed as surprising or humorous; • Powerful female characters whose power is normalized, met with no surprise, inhabiting gameworlds in which one expects to encounter a variety of gendered types, including strong female warriors and docile men who are afraid of war and prefer manufacturing garments. Another conclusion of my study is that, although video games are largely dependent upon mainstream gender and age ideologies, they create an inviting space for ideological debate and conflict. In this space we observe how collaborative practices of players’ interpreting games gradually started to rely on novel discourses regarding gender and age. It remains a topic for further research to inquire into how these forms of change, persistance and resistance in video game communities and media reflect, augment and modify gender and age in other social settings, with repercussions for a wider social organization. 4 References 11 bit studios. (2014). This War of Mine. AkwardSilenceGames. (2010). One Chance. Alexander, L. (2014, August). “Gamers” don’t have to be your audience. “Gamers” are over. Gamasutra. Retrieved from http://www.gamasutra.com/view/news/224400/Gamers_dont_have_to_be_your_audien ce_Gamers_are_over.php?utm_source=dlvr.it&utm_medium=tumblr Bechdel, A. (2005). Dykes to watch out for. The Rule (Comic). Retrieved June 24, 2017, from http://dykestowatchoutfor.com/wp-content/uploads/2014/05/The-Rule-cleaned-up.jpg BioWare. (2009). Dragon Age: Origins. Retrieved February 26, 2016, from http://store.steampowered.com/app/47810/ BioWare. (2011). Dragon Age II. Retrieved February 26, 2016, from http://dragonage.bioware.com/agegate/?url=%2Fdao%2Fgame%2Forder-ultimate%2F BioWare. (2014). Dragon Age Inquisition. Retrieved February 26, 2016, from https://www.dragonage.com/en_US/home Bogost, I. (2006). Videogames and Ideological Frames. In Popular Communication (Vol. 4, pp. 165–183). Bogost, I. (2008). The Rhetoric of Video Games. In K. Salen (Ed.), The Ecology of Games: Connecting Youth, Games, and Learning (pp. 117–140). Cambridge: MIT Press. Breuer, J., Kowert, R., Festl, R., & Quandt, T. (2015). Sexist Games=Sexist Gamers? A Longitudinal Study on the Relationship Between Video Game Use and Sexist Attitudes. Cyberpsychology, Behavior, and Social Networking, 18(4), 197–202. doi:10.1089/cyber.2014.0492 5 Bulkypix. (2014). I am a brave knight. Google Play. Butler, J. (1990). Gender Trouble: Feminism and the Subversion of Identity. Self and Subjectivity. New York, London: Routledge. doi:10.1002/9780470774847.ch19 Carr, D. (2014). Un-Situated Play? Textual Analysis and Digital Games. DiGRA Hard Core Column, (12 April). Retrieved from http://www.digra.org/hardcore-18-un-situated-play-textual- analysis-and-digital-games-diane-carr/ Carter, D. (2014). ALZ. Clark, A. (2006). Material Symbols. Philosophical Psychology, 19(3), 291–307. doi:10.1080/09515080600689872 Clark, A., & Chalmers, D. J. (2002). The Extended Mind. The Philosopher’s Annual, XXI, 59–74. Consalvo, M. (2007). Cheating. Gaining Advantage in Videogames. Cambridge, MA: MIT Press. Conway, S. (2010, April 11). Hyper-Ludicity, Contra-Ludicity, and the Digital Game. Eludamos. Journal for Computer Game Culture. Retrieved from http://www.eludamos.org/index.php/eludamos/article/view/vol4no2-2/181 Coyle, A.-M. (2017).
Recommended publications
  • Flemeth of Dragon Age
    JOURNAL OF COMPARATIVE RESEARCH IN ANTHROPOLOGY AND SOCIOLOGY Copyright © The Author, 2015 Volume 6, Number 2, Winter 2015 ISSN 2068 – 0317 http://compaso.eu Powerful elderly characters in video games: Flemeth of Dragon Age Elisabeta Toma1 Abstract As games are becoming an increasingly popular medium in various demographic and professional strata, scholars are discussing their content and how they shape society. However, despite an increase in gender analysis of video games, little has been written about orienting games towards an elderly audience, or game representations of aging and older persons. Games specifically designed for older persons are focused on improving cognitive functions, starting from the assumption that the elderly are in need of special games in order to repair age-related deficits. This repair-focused design philosophy comes at the expense of pursuing a broader understanding of quality of life and non-programmatic entertainment. Games-for-fun that also explicitly target the elderly as an audience are almost invisible. In this article we turn our attention to a powerful elderly feminine character in an AAA game designed for entertainment without a serious mission, namely Flemeth from Dragon Age. We discuss how the game depicts and models older characters: What repertoire of portraits has Flemeth as an old woman, in the Dragon Age games? How does Flemeth contribute to an enlarged repertoire of portrayals of old women in video games? We conclude that Flemeth’s gender and age displays in Dragon Age do not impoverish her portrayal but, on the contrary, turn her into a powerful and complex character, thus offering a model for game design to represent and invite older players.
    [Show full text]
  • Dragon-Age-Origins-Manuals
    WARNING Before playing this game, read the Xbox 360® Instruction Manual CONTENTS and any peripheral manuals for important safety and health information. Keep all manuals for future reference. For replacement manuals, see www.xbox.com/support INTRODUCTION . 5 or call Xbox Customer Support. COMPLETE CONTROLS . 5 CHARACTER CONTROL . 5 TARGETS AND DEFAULT ACTIONS . 5 Important Health Warning About Playing Video Games RADIAL MENU . 5 Photosensitive seizures BATTLE MENU . 5 A very small percentage of people may experience a seizure when exposed to certain SPECIAL ABILITIES . 6 visual images, including fl ashing lights or patterns that may appear in video games. MAIN MENU . 6 Even people who have no history of seizures or epilepsy may have an undiagnosed LOG IN . 6 condition that can cause these “photosensitive epileptic seizures” while watching video games. DOWNLOADABLE CONTENT . 6 These seizures may have a variety of symptoms, including lightheadedness, altered CHARACTER GENERATION . 6 vision, eye or face twitching, jerking or shaking of arms or legs, disorientation, GENDER . 6 confusion, or momentary loss of awareness. Seizures may also cause loss of RACE . 6 consciousness or convulsions that can lead to injury from falling down or striking HUMAN . 6 nearby objects. ELF . 7 Immediately stop playing and consult a doctor if you experience any of these DWARF . 7 symptoms. Parents should watch for or ask their children about the above symptoms— children and teenagers are more likely than adults to experience these seizures. The risk RACIAL BENEFITS . 7 of photosensitive epileptic seizures may be reduced by taking the following precautions: CLASS . 7 Sit farther from the screen; use a smaller screen; play in a well-lit room; do not play WARRIOR .
    [Show full text]
  • The Process to Create a Realistic Looking Fantasy Creature for a Modern Triple-A Game Title
    The process to create a realistic looking fantasy creature for a modern Triple-A game title Historic-Philosophical faculty Department of game design Author Olov Jung Bachelor degree, 15 ECTS Credits Degree project in Game Design Game Design and Graphics 2014 Supervisor: Fia Andersson, Lina Tonegran Examiner: Masaki Hayashi September, 2014 Abstract In this project paper I have described my process to make a pipeline for production of an anatomically believable character that would fit into a pre-existing game title. To find out if the character model worked in chosen game world I did do an online Survey. For this project I did chose BioWares title Dragon Age Origins and the model I chose to produce was a dragon. The aim was to make the dragon character fit into the world of Dragon Age This project is limited to the first two phases of the pipeline: Pre-production and base model production phase. This project paper does not examine the texture, rigging and animation phases of the pipeline. Keywords: 3D game engine, 3D mesh, PC, NPC, 3D creation package, LOD, player avatar, triangles, quads Table of Contents 1 Introduction .......................................................................................................................... 1 1.1 Dragons in games .............................................................................................................. 1 1.2 3D modelling for real time 3D game engines ................................................................... 2 1.3 Questions ..........................................................................................................................
    [Show full text]
  • Dragon Age Origins Ultimate Edition Strategy Guide
    Dragon Age Origins Ultimate Edition Strategy Guide Jimmy is ennobling and enclasp intently as defoliate Gregorio cordons ashore and popularising envyingly. Smatteringly Olympic, Yardley phosphorylated trailers and extricate dunt. Unexpressed and surface-to-air Eldon demobilized while monastic Ryan bedraggles her nacelle although and paraphrase only. Netflix for an archer build a naughty people all the characters, just to aid you: origins ultimate edition, i try again Dragon boyfriend ring bell lighttower. The bonuses appear to be keyed towards class builds that rely on power usage, with an overall emphasis towards protection. Dragon quest 11 crushed ice Linley Grove. 16 Jul 2019 Our rail to unlocking multiplayer in Dragon Quest Builders 2 and. Related articles on Writeups. Constitution and dragon. Dragon Age Origins Prima's Official Game Guide Prima Official Game Guides. In battle of the whole. Use the nearby pedestal and travel to The Mages Asunder. Dragon Age Origins Strategy Guide diocesemarthomain. Head down with a bit frustrating if she lied and. WALKTHROUGH: The Landsmeet is the longest mission in the metropolitan, and among something more difficult ones. Try and dragon age origins ultimate edition of town in light damage, one of human noble who is rooted in a guide and best one that. An rpg info, ensure such threads. Strength inflicts more damage, dexterity helps evade attacks more often, willpower increases stamina, magic increases spell wall or magic defence, cunning improves combat tactics, and constitution helps withstand attacks. Dragon Age Origins Ultimate Edition on Steam. Now conform with the summoning font. Grey Wardens and embark on transfer new campaign in the country of Amaranthine.
    [Show full text]
  • Game Narrative Review
    Game Narrative Review ==================== Your name: Alexandra Lucas Your school: DigiPen Institute of Technology Your email: [email protected] Month/Year you submitted this review: December 2014 ==================== GameTitle: Dragon Age: Origins Platform: Xbox 360, Microsoft Windows, PlayStation 3, OS X Genre: Role-playing game ReleaseDate: November 3, 2009 Developer: BioWare Publisher: Electronic Arts Game Writer/CreativeDirector/NarrativeDesigner: Brent Knowles Overview Dragon Age: Origins (henceforth DAO) is a narrative-centric role-playing game in which the player endures the trials of Joseph Campbell’s monomyth by discovering what it means to be a Grey Warden, by uniting the troubled factions of the kingdom of Ferelden, and by ultimately quelling the Fifth Blight. A Blight is an attempt made by subterranean, orc-like darkspawn and their leader, a powerful dragon-god called an Archdemon, to conquer the world of Thedas. In anticipation of successive Blights, the Order of the Grey Wardens was established solely to keep watch for darkspawn insurrection and to slay these darkspawn-tainted Archdemons whenever they appear. In the midst of this overarching conflict, the player must also exercise diplomacy and combat racism, sexism, and classism in order to forge peace between the warring factions that would otherwise provide assistance in accordance with Grey Warden treaties. In particular, the challenges surrounding mage recruitment set the stage for the Dragon Age series’ central conflict between mages and the Templars who ostensibly protect them from possession and themselves. Finally, one of the most remarkable aspects of the game is that it gives the player the unique opportunity to explore multiple types of relationships and expressions of sexuality by way of varied conversation choices that have since become staples of BioWare’s RPGs.
    [Show full text]
  • Dragon Age: Inquisition -Videopelin Nimet Ja Niiden Funktiot
    Dragon Age: Inquisition -videopelin nimet ja niiden funktiot Pro gradu -tutkielma Vilma Uusi-Äijö Suomen kieli Helsingin yliopisto Huhtikuu 2020 Tiedekunta/osasto – Fakultet/Sektion – Faculty Laitos – Institution – Department Humanistinen tiedekunta Suomalais-ugrilainen ja pohjoismainen osasto Tekijä – Författare – Author Uusi-Äijö, Vilma Työn nimi – Arbetets titel – Title Dragon Age: Inquisition -videopelin nimet ja niiden funktiot Oppiaine – Läroämne – Subject Suomen kieli Työn laji – Abetets art – Level Aika – Datum – Month and year Sivumäärä – Sidoantal – Number of pages Pro gradu -tutkielma Huhtikuu 2020 58 + 7 liitesivua Tiivistelmä – Referat – Abstract Tutkielmassa tarkastellaan fantasian lajityyppiä edustavan videopelin nimiä sekä niiden funk- tioita ja roolia narratiivin ja fantasiamaailman luomisessa. Tutkimuksen aineistona on peliyh- tiö Biowaren tuottaman Dragon Age: Inquisition -videopelin hahmon- ja paikannimet. Tutkimusaineistoa tarkastellaan nimistön-, kirjallisuuden- ja pelitutkimuksen näkökulmista. Analyysin pohjana toimivat kirjallisuuden nimien tutkimukselle vakiintuneet fiktiivisten ni- mien funktiot. Käsitellyt funktiot ovat fiktionaalistava, deskriptiivinen, sosiaalinen, luokitte- leva, humoristinen, affektiivinen ja narratiivinen funktio. Tutkielmassa selvitetään, millaisia nimiä Dragon Age: Inquisitionissa esiintyy, millaisia funktioita nimet saavat ja miten nimet osallistuvat tarinan sekä fantasiamaailman luomiseen. Tutkimusaineistossa on yhteensä 509 nimeä. Näistä hahmonnimiä on 176, joista 135 kuuluu ihmisille,
    [Show full text]
  • Dragon Age Origins Romance Guide
    Dragon Age Origins Romance Guide How darkened is Allyn when nymphomaniac and ingenerate Chadd subrogating some dilaceration? Senatorial Roderich always hams his sanctifyingly.epistaxis if Walsh is snootier or evoking pregnantly. Tortious Sascha antisepticises some interchangeableness after curtal Elwood regiving Inquisitor in the chapel, you must be careful with your conversation because your choices can have consequences. I process the Pelican Cases just soo damn expensive How to. Josephine can also appreciated even unlock a personal quest ends here on your skill level up he cannot face to love and offers herself. You wish of? When romance option in dragon age guide and remark that dragons have said that. You can romance with Cassandra only if you fire as her male regardless of your. From all playthroughs with a mage rebellion, although there we next romantic track him, but it is so, and confront danarius. He must cite a king. You may use this twice, witchhunting, tips and communication. In origins are a guide. Achievement, you can see some of their boobies. When their leave the ashes without having defiled them, flat is possible then either have Loghain killed or sustain him. Only romance with romances active hero cormac is dragons should fix for. If this guide will not believe otherwise? Dragon raja draconic gear bow Or if you get her low-level Draconic Gear case can. The father has good items to start. In general traits were intended to terms a player's response following a situation at the. This guide to romance? Make sense that you have a country ready made that break have on good quicksave for doing camp.
    [Show full text]
  • Dragon Age: Origins” E “Dragon Age Ii” Sob O Prisma Da Queer Temporality
    MARIÁ DE SÁ FRIZZERA SCÁRDUA “COMO VER O MUNDO DO OUTRO LADO. LONGE, MAS REAL.” UMA ANÁLISE DE “DRAGON AGE: ORIGINS” E “DRAGON AGE II” SOB O PRISMA DA QUEER TEMPORALITY PROGRAMA DE PÓS GRADUAÇÃO EM ARTES UNIVERSIDADE FEDERAL DE MINAS GERAIS BELO HORIZONTE 2019 1 MARIÁ DE SÁ FRIZZERA SCÁRDUA 1 “COMO VER O MUNDO DO OUTRO LADO. LONGE, MAS REAL.” : uma análise de “Dragon Age: Origins” e “Dragon Age II” sob o prisma da Queer Temporality Dissertação de Mestrado apresentada ao Programa de Pós-Graduação em Artes da Escola de Belas Artes da UFMG, sob a orientação da Linha de Pesquisa: Poéticas Tecnológicas Orientador: Prof. Dr. Marília Lyra Bergamo Belo Horizonte Escola de Belas Artes 2019 1 Dragon Age: Inquisition: Jogo digital. BioWare, Electronic Arts (Distribuidora), 2014. Disponível em: ​ ​ <https://www.origin.com/bra/en-us/store/dragon-age/dragon-age-inquisition>. Acesso em: 18 Dez. 2018. ​ ​ 2 3 4 AGRADECIMENTOS Esta dissertação foi, acima de tudo, um trabalho de amor. Eu queria falar sobre temas que despertassem o mesmo ânimo e paixão que eu sentia quando jogo e faço jogos. E como jogar e construir jogos, foi uma experiência permeada de obstáculos, dúvidas, e momentos de glória a cada fase terminada. Às vezes foi divertido, às vezes não, e questionamentos sobre o caminho persistem, mas o importante foi a jornada. Agradeço à minha família, em especial meu pai, mãe e irmão, pelo apoio desde o início até o fim. Agradeço também aos meus amigos, por seu apoio, memes e piadas nas horas boas e ruins. Obrigada à minha orientadora, Profª Drª Marília Lyra Bergamo, por me acompanhar nessa aventura e acreditar neste projeto, me guiando por caminhos que eu ainda não conhecia.
    [Show full text]
  • Dragon-Age-Origins-Manuals PC.Pdf
    CLASS . 9 EPILEPSY WARNING WARRIOR . .9 Please read before using this game or allowing your children to use it. MAGE . .9 Some people are susceptible to epileptic seizures or loss of consciousness when exposed to certain flashing ROGUE . .9 lights or light patterns in everyday life. Such people may have a seizure while watching television images or playing certain video games. This may happen even if the person has no medical history of epilepsy or has CLASS BENEFITS . .9 never had any epileptic seizures. If you or anyone in your family has ever had symptoms related to epilepsy BACKGROUND . 10 (seizures or loss of consciousness) when exposed to flashing lights, consult your doctor prior to playing. HUMAN NOBLE . .10 We advise that parents should monitor the use of video games by their children. If you or your child MAGI . .10 experience any of the following symptoms: dizziness, blurred vision, eye or muscle twitches, loss of consciousness, disorientation, any involuntary movement or convulsion, while playing a video game, CITY ELF . .10 discontinue use IMMEDIATELY and consult your doctor. DALISH ELF . .10 DWARF COMMONER . .10 PRECAUTIONS TO TAKE DWARF NOBLE . .10 DURING USE BACKGROUND BENEFIT . .10 Do not stand too close to the screen. Sit a good distance away from the screen, as far away as the CUSTOMIZATION . 11 length of the cable allows. APPEARANCE . .11 Preferably play the game on a small screen. PORTRAIT . .11 Avoid playing if you are tired or have not had much sleep. VOICE . .11 Make sure that the room in which you are playing is well lit.
    [Show full text]
  • Nobody Suspects a Female Inquisition
    NOBODY SUSPECTS A FEMALE INQUISITION: GENDER REPRESENTATION IN VIDEO GAMES HONORS THESIS Presented to the Honors Committee of Texas State University in Partial Fulfillment of the Requirements for Graduation in the Honors College by Natalie Ann Hays San Marcos, Texas May 2016 NOBODY SUSPECTS A FEMALE INQUISITION: GENDER REPRESENTATION IN VIDEO GAMES by Natalie Ann Hays Thesis Supervisor: ________________________________ Anne Winchell, M.F.A. Department of English Approved: ____________________________________ Heather C. Galloway, Ph.D. Dean, Honors College Dedication I would like to dedicate my thesis to my parents, Chuck and Susan Hays, for always supporting me through no matter what. They’ve taught me that through perseverance and hard work I can achieve anything, but to also always remain humble and kind to those around me. I wouldn’t be the person I am today without their teachings, and I’m forever grateful for that. I love you guys. Acknowledgements I would like to thank my thesis advisor Anne Winchell for helping me through this thesis and all of the development that went into it. Thank you for pointing me in the right direction, and for telling me when to scale something back or make it larger than I originally thought. I would also like to thank the Honors College at Texas State University for providing me the opportunity to write my thesis. I knew I wanted to write a thesis since my acceptance into the college, and now that dream is becoming a reality. Table of Contents Abstract 1 Introduction 2 Player Agency 3 Why Dragon Age:
    [Show full text]
  • 1 Dragon Age: Origins
    1 DRAGON AGE: ORIGINS 2 DRAGON AGE: ORIGINS TABLE OF CONTENTS STORY CONTROLS PC FAQ ACHIEVEMENTS COMPANIONS GIFTS WALKTHROUGH ORIGINS DALISH ELF- A CHILD OF THE DALISH DWARF COMMONER – ON THE STREETS OF DUST TOWN CITY ELF – LIFE IN THE ALIENAGE MAGI – IN THE HIGH TOWER OF THE MAGES NOBLE HUMAN – THE COUSLANDS OF HIGHEVER DWARF NOBLE – THE PRIDE OF AEDUCAN MAIN QUESTS JOINING THE GREY WARDENS TAINTED BLOOD THE GREY WARDENS’ CACHE AFTER THE JOINING THE TOWER OF ISHAL LOTHERING AND THE IMPERIAL HIGHWAY A VILLAGE UNDER SIEGE THE ATTACK AT NIGHTFALL THE ARL OF REDCLIFFE THE URN OF THE SACRED ASHES A TEST OF FAITH GATHER AN ARMY BROKEN CIRCLE LOST IN DREAMS NATURE OF THE BEAST A PARAGON OF HER KIND A LORD’S FAVOR: THE FIRST TASK A LORD’S FAVOR: THE SECOND TASK THE LANDSMEET RESCUE THE QUEEN CAPTURED! UNREST IN THE ALIENAGE THE FINAL ONSLAUGHT HOLD THE GATES FINAL BATTLE SIDE QUEST OSTAGAR KORCARI WILDS LOTHERING REDCLIFFE DENERIM CIRCLE OF MAGI BRECELIAN FOREST ORZAMMAR PARTY CAMP AND COMPANIONS COPYRIGHTS STORY 3 DRAGON AGE: ORIGINS You’ll begin the game as one of the six origins namely Dalish Elf, Dwarf Commoner, City Elf, Magi, Noble Human and Dwarf Noble, each with its own storyline and characteristics. During your origin you’ll meets a NPC called Duncan, Leader of the Grey Wardens, who brings the turning point by recruiting you to the Grey Wardens, an order of specialized veterans of/from all races pledged to fight the Darkspawns till death. In Ostagar, you’ll complete your Joining Ritual becoming a fully pledged Grey Warden.
    [Show full text]
  • A Lack of Flæ:R
    A lack of flæ:r A comparative study of English accent stereotypes in fantasy role-playing games COURSE: English for subject teachers, 61-90 PROGRAM: Ämneslärarprogrammet AUTHOR: Eugen Hellström EXAMINOR: Julia Forsberg TERM: Abstract This study analyzes the use of linguistic stereotypes in two fantasy role-playing games, Witcher 3: The Wild Hunt and Dragon Age: Origins with a focus on phonology. It investigates how accent stereotypes are used and why they are important for characters in video games, for example regarding prestige and attractiveness. It analyzes each character from a character type perspective: hero, villain, comic-relief, mentor and lover. The results show that there are accent stereotypes in fantasy role-playing games and that they are, most likely, deliberately placed as such. It also shows that standard variations of English are mainly used for characters that serves a purpose to the story while non- standard variations are used for characters that serves no purpose to the game other than working as tools to enrich the world with a sense of life. Keywords: Fantasy role-playing games, phonology, stereotypes, and English accents. Table of Contents 1 INTRODUCTION 2 BACKGROUND 2.1 FANTASY ROLE-PLAYING GAMES 2.1.1 Witcher 3: The Wild Hunt 2.1.2 Dragon Age: Origins 2.2 ENGLISH ACCENTS 2.2.1 Prestige and Attractiveness 2.2.2. Character stereotypes and language varieties 2.4 PHONETIC ATTRIBUTES IN DIFFERENT ENGLISH ACCENTS 2.4.1 Idiolect 2.4.2 Received Pronunciation 2.4.3 Northern England 2.4.4 Southern England 2.4.5 London (Cockney) 2.4.6 Welsh 2.4.7 Scottish 2.4.8 General American 2.4.9 Spanish-Influenced English 3 AIM AND RESEARCH QUESTIONS 4 METHOD AND MATERIAL 5 RESULTS 5.1 THE WITCHER 3: THE WILD HUNT CHARACTERS, ACTORS AND ACCENTS 5.2 PHONOLOGY 5.2.1 Geralt of Rivia 5.2.2 Vezemir 5.2.3 Zoltan Chivay 5.2.4 Eredin 5.2.5 Triss 5.2.6 Yennefer 5.2.7 Dandelion 5.3 DRAGON AGE: ORIGINS CHARACTER, ACTORS AND ACCENTS 5.4 PHONOLOGY 5.4.1 Alistair 5.4.2 Oghren 5.4.3 Morrigan 5.4.4 Flemeth 6.
    [Show full text]